ivars: [32-bit unsigneds]

0: Kill Limit (0 for unlimited)

1: Time Limit (0 for unlimited)

2: Player Limit

3: Teamplay. 1=On 0=off

4: Bitfields saying which vehicles are selectable

5: 0=All, DM=1, Strat=2, all other values undefined (used in filtering out
   games by type)

6: Bitfields II for selectable vehicles out of MPVehicles.txt [Unimplemented so far]

7: [Strategy02.DLL only] Lowest byte unused. Next lowest byte is what
	 commander starts out with in addition to the recycler. Bits 0x100,
	 0x200, 0x400 are extra scavengers. 0x800 and 0x1000 a constructor,
	 0x2000 and 0x4000 healers. 0x8000 an extra combat vehicle
	 (i.e. scout) The third byte is the starting scrap count-- 0 is
	 treated as the default of 40. Warning-- putting more scrap than you
	 can hold (i.e. starting with 255) may not be fully supported by the
	 game. Consider this untested.

7: [Deathmatch01.dll only] Used to set the game type. 0 = normal; 1 = KOH;
2 = CTF 3=Loot, 4=[RESERVED], 5 = Race (respawn as person), 6= Race
(respawn in craft), 7= Normal but vehicle-only combat

8: Sync Join. 1=on, 0=off

9: Unit Limit (0 for unlimited). Only has a meaning in Strat

10: Nonblocking-joins. If 0 (default), everyone will pause on a join
    until movepackets from that player come in. If non-0, the
    'thundering herd' approach is taken-- everyone keeps going,
    bandwidth usage be damned. [I.e. modem-crushing for >4 players]

11: Teamplay locked. 1=on, 0=off

12: 0: Allow 2 teams. 1: 1 team only. 

13: MPInstant only, opponent race. 0=ISDF, 1= Scion

14: Score (points) for killing AI craft. (Default 1 via code
now). Negative points are awarded for killing own/ally AI craft.

15: If 1, +1 kill is awarded for killing an enemy AI unit (and -1 kill
for killing ally), No change to kills if this ivar is 0.

63: 0= server not launched; 1=server launched

svars:
0: map name (e.g. foo.bzn)

1: Teamgroup #1 name, usually "Team Red"

2: Teamgroup #2 name, usually "Team Blue"

// Custom AIP name base. The MPInstant.dll will look for several files
// based on this base, with 3 characters tacked on. Those 3 are as
// follows: (1) CPU race (f=Scion, i=isdf), (2) Human race, (3) AIP
// Type (0=Start, 1-3 = begin game types, 'a' == anti-assault, 's' ==
// siege, 'l' = lategame).
//
// If an AIP file is not found, results may be unpredictable.
//
// For example, if svar3 == "foo", at the start of the game, the AIP
// used will be one of these 4 files:
// fooii0.aip  -- CPU ISDF, Human ISDF
// fooif0.aip  -- CPU ISDF, Human Scion
// foofi0.aip  -- CPU Scion, Human ISDF
// fooff0.aip  -- CPU Scion, Human Scion
3: MPI Only: base name for AIP files. If not present, defaults used.
[This var will be reset to empty if not specified in .inf]

civars:
0: Which team this player is on (0==team1, 1==team2)

1: Vehicle selection (as bitfield paralleling ivar4; only 1 bit allowed on)

2: Team commander prefs (but overridden by server as needed)

3: Autolevel (lowest bit), other client prefs


